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Microsoft XNA is a set of tools with a managed runtime environment provided by Microsoft that facilitates video game development and management. XNA attempts to free game developers from writing "repetitive boilerplate code" and to bring different aspects of game production into a single system.

The XNA toolset was announced March 24, 2004, at the Game Developers Conference in San Jose, California. A first Community Technology Preview of XNA Build was released on March 14, 2006. XNA Game Studio 2.0 was released in December 2007, followed by XNA Game Studio 3.0 on October 30, 2008. XNA Game Studio 4.0 was released on September 16, 2010 along with the Windows Phone 7 Development Tools.

XNA currently encompasses Microsoft's entire Game Development Sections, including the standard Xbox Development Kit and XNA Game Studio.

The name "XNA" originated out of the project's development name, Xbox New Architecture. Instead of being released under the Xbox name, the Xbox 360 was released (2005), and XNA came to stand for "XNA's Not Acronymed".

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Lots of behind the scenes work going into the dungeon generator to make it generate more interesting and challenging dungeons so almost all of what I have to show this time is about new stuff for dungeon generation. Might not look like much but it's a big one!
Onwards with the updates.

1.Special Items

I created a system for chests to be able to contain unique per-dungeon items like a special key that opens a specific door, or the genre standard map and compass items which will reveal the dungeon map or the items in the dungeon respectively.

tumblr p76jh8EjxS1thw08io1 400


These new items both aid and encourage dungeon exploration for the player as well as give a fresh feeling for each dungeon. Below you can see the map item being found in a locked area and revealing the entire map for the player to explore.

2.New Room Puzzles

So I also added a new system for Rooms to have interesting little challenges that can either open a gate or make a chest appear or whatever other event. Below you can see the player hitting two toggles which need to be on at the same time in order to open a gate locking away precious loot.

Room Toggles


The toggles are obviously on a timer so the player needs to hurry in order to make it!

3.New Cross Dungeon Runes

Similar to the Cross Dungeon trigger that I showed before where you had to pull a level somewhere in the dungeon to open the door to the Dungeon Heart, I added a new Cross Dungeon challenge where the player needs to seek out 3 Runes and destroy them in order to open whatever door they are linked to.

Runes


These runes can appear anywhere in the dungeon sometimes forcing the player to go through rooms filled with enemies and traps or even a Devastating boss fight!

4.New Stuff for Dungeons

As I go along testing and playing around I'm adding several new items that can be found in dungeons like the bloodbowl which gives the player a single-use boost of health that can be the difference between dying miserably or clearing a dungeon.

BloodBowl


Other stuff that is not so straight forward is still works in progress. More on those next update!

5.Invisible Walls!

Something subtle that defintely adds more depth to dungeons is invisible walls. The dungeon generator can now randomly decide to create little Rooms here and there hidden behind invisible walls which can contain precious loot or souls!

Invisible Walls


It's still under debate whether or not to show the rooms behind invisible walls when the player find the map item mentioned above..

6.New Traps

Also been messing around with new traps to add variety to rooms. The most interesting of which is a spinner trap which follows a preset path with the ability of having more than one spinner on a single path.

Spinners


I'm planning on using this trap-following-path system with other trap types like a flamethrower thing or a one sided blade trap. The possibilities are endless!

------------------------


That's all for now. Still working hard to make the Wishgranter meet my expectations and hopefully those of people eager to play it. Still not making any promises on a release period but it's getting there slowly!

Stay tuned on the project's tumblr devlog and my twitter for the latest updates.
Hope you like the project so far and thanks for reading!

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Comments  (0 - 10 of 33)
Jdawgg25
Jdawgg25

I have uploaded some open-source XNA 4.0 projects on my downloads page here: Indiedb.com

I will be uploading more projects there later over time. Happy Coding :-D

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Jdawgg25
Jdawgg25

Finally! MonoGame is coming to Xbox One. MonoGame implements XNA 4.0 and allows developers to port their games to other platforms besides the default platforms supported already by the XNA 4.0 Framework. Link: Twitter.com

Also, I need to correct myself on an older post. Unity has Mono built into it, not MonoGame. So if you are eager to finish your XNA game, with some work, it is possible to import your XNA or MonoGame project into Unity. Mono is a cross-platform open source implementation of Microsoft's .NET Framework. It is based on the ECMA standards for C# and the Common Language Runtime.

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Jdawgg25
Jdawgg25

With MonoGame 3.4 (which is the continuation of XNA 4.0) for Visual Studio 2015, it is now possible to create a game for Universal Windows Platform (UWP). This also makes it possible to get your XNA project to run on Windows 10 with UWP. Since the Xbox One dev kit supports UWP, it might also be possible to get a MonoGame project running on it.

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CakeKing64
CakeKing64

Awesome :P

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Jdawgg25
Jdawgg25

If anyone is curious, it is possible to integrate your XNA Game Project into Unity, but it might take a little extra work. This is a proof of concept showing the Platformer XNA starter kit running inside Unity3D. Zero code changes have been made to the original game code. Using a mixture of new code and some code from MonoGame, the author has implemented XNA emulation. They did so by having a game object with a script attached run an XNA game performing updates and drawing.

Check out this link below for the source code:
Github.com

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Arethrid
Arethrid

Interesting but what about the performance? I persume it would drop radically under such conditions.

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Jdawgg25
Jdawgg25

My apologies for replying back so late. Under such conditions, it is possible for the frame-rate to drop. By performance, are you referring to graphics specifically? I sometimes rarely hear people speak of physics performance or audio performance. Honestly it depends how the XNA game was coded prior to being imported into Unity. It would be best to fix garbage collection issues in your XNA game project before importing it into Unity. There are many ways to help increase performance in your XNA project prior to importing it into Unity. Its a question of whether or not you are CPU or GPU bound. Using the CLR Profiler can help you find out. Things like changing foreach loops to for, multi-threading, using StringBuilder instead of String, and using DrawUserPrimitives are just some ways to help the frame-rate. In my game constructor, I set the following to false: IsFixedTimeStep = false; and graphics.Synchr

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Arethrid
Arethrid

(Sorry for the double post. I didn't realize that I was logged out)

No problem. Yes, I was referring to the graphics performance.
You mentioned DrawUserPrimitives(). So far I have only used it in 3D with Vector3. Do you use DrawUserPrimitives in 2D as well? If so are you still using a Vector3 and just projecting 3D data on an orthographic view? Do you know if vector2 can be used with vertecies and triangles?
Thanks.

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Jdawgg25
Jdawgg25

For drawing primitives in 2D, you really just need to know what to tell the system to make it work. Check out this great tutorial for more information. I hope it will further answer your questions as it has helped me.

Bit-101.com

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Arethrid
Arethrid

I checked the link you posted, after seeing it I remembered that I checked the same blog long ago (might be a couple of years ago). Turns out the author is talking about what I was refering in my comment. Projecting Vector3 vertecies on an orthographic view. It was good to read it again. Thanks a lot for the reply and the link.
Cheers!

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DonBre
DonBre

nice! :D

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It's not an engine, its a framework basically a template to directX. I really like it because it allows you to develop for 3 Microsoft platforms and can port them easily.

Jul 14 2012 by atsebak

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